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Section Leaders:
Fionn Kelly & Madmatt

 

DYO After Action Report
Fionn vs. The US Cavalry

Click Here for Print Friendly .DOC version

German Commander - Fionn Kelly

German Turns 6-10

 

In a nice piece of TacAI the SPW 250/9  which I ordered to HUNT forward over the crest of a small hill on my right flank  spotted an enemy M36 Jackson, fired its MG a few times to cause the TC to button and then, as befits any vehicle with armour which gave rise to the term “paper thin” , reversed the hell out of dodge and back into full defilade.

 

I worked the SPW 250/9 around the base of the hill ( thus keeping it out of LOS of the M36) and proceeded to work leftwards and forwards so as to get a good view into the second dip in the ground in which I expected the enemy to be. I also decided to start aiming my off-board arty towards the hollow in the ground holding the M36 on the principle that there were bound to be more vehicles and men than just the M36 there.

 

As the turns continued on it became evident that my spotting of the M36 had spurred the enemy’s entire right flank into action. On turn 8 the SPW 250/9 was destroyed by a bazooka but not before it uncovered another enemy vehicle, this time an M3 half-track. All in all by the 10th turn I was certain that at least an enemy company was advancing on my right flank. They were advancing carefully forward with half-squads thrown ahead of their main body but it seemed obvious that my estimate that the main enemy attack would come in on my right flank was correct.

 

 

While this was all going on I moved my Company HQ and two half-squads forward to provide a little speed-bump in front of my rightmost Panther. My hope was to prevent Chris from bringing zooks up to take on my Panther directly whilst also forcing his infantry to halt and deploy for a firefight thus making themselves easy targets for my arty.

 

On the ninth turn more evidence that Chris has now definitely committed to the attack is provided by the charging forward of multiple Sherman 76s. Of course, my Panther gunner is to be shot the instant the battle finishes after missing EVERY DAMNED SHOT this turn ! Still, if I keep him in position for a bit longer he should, eventually, manage to hit something.

 

The tenth turn passed with little more action. My SPW 250/9 on my left flank is simply being used to make a continuing nuisance of itself by driving around near the American infantry and machinegunning them whilst my Panthers are being used to take the Americans under fire and attrit then at long range.

   

My whole concept here is to utilize as much of my “big gun” on-map firepower ( tank main guns, HMGs, FlaK guns, on-map mortars) at the longest ranges practicable. I feel that attriting Chris’ infantry over the entire range of engagement distances while they seek to close into close-fighting range with my infantry yields the best possible chance of victory. Generally I prefer to let the enemy get “in close” before opening fire since I prefer to kill a squad in 1 turn rather than attriting over  4 or 5 turns but, using my on-map long-range firepower is necessary now as it will force Chris’ infantry to bunch up and ONCE they are bunched up my artillery can work over their concentrations and inflict significant.

 

 

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